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[NEWS] Oh no They say he's got to go...

 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 1:28 am 
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Thanks to all for their support, and I do really look forward to working with all of you, for as long as the party will last :8):

Not trying to be a stick in the mud, but I am putting together the next list as quickly as possible (Time Willing), and hope to have it up sometime this week.

For those interested parties, Chroma and company, there work in the interm hasn't been lost, nor should they consider it 'dead' if it isn't part of that list. Consider the un-posted ideas as just on the back burner for now.

The new list will contain some of the stuff that was done in the interm period, basically because some of them were real good ideas that don't upset the basic structure of the Nid Army.

Two issues I do want to work hard on, and want posters to consider between now and when I get it posted are.....

(1) All of the special rules given at the start of the Nid List. I really want to get these clear, easily understood, and workable (As this pertains to the Nid Army)

(2) Macro Weapons everywhere, should we consider sawing  some of them down in lesser Nid Monsters. Just for example the following;
Monstorous Claws MWTK +1 attack
Huge Claws MW +1 attack
Big Claws/Schyting Talons +1 attack

Or are we happy with the results already obtained using them.

Jaldon :p

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 10:00 am 
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On point two, I never played this nor knew how to (and for a long time I didn't know it existed :p )

I also couldn't figure out how it worked, since (in my mind) once two formations had mered, I couldn't see how they could unmerge without breaking cohereancy.

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 3:50 pm 
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Quote (ragnarok @ 10 Jan. 2006 (09:00))
I also couldn't figure out how it worked, since (in my mind) once two formations had mered, I couldn't see how they could unmerge without breaking cohereancy.

The composition of a Tyranid swarm (formation) is only determined at the start of the turn. ?So, if you had two Synapse groups near each other, ie, within coherency/synapse, you could decide, at the beginning of a turn, that they were all acting together. ?Then they'd activate and move/act as one formation and be treated as a single target for the enemy.

If, in the following turn, you didn't want them together, then all brood creatures nearest each Synapse group would belong to the appropriate Synapse group and you'd have two formations again, though they'd most likely start co-mingled, and they could perform two different actions during the turn and wouldn't have to remain in coherency of each other.

Does that help?

As well. you can't, in the middle of a turn, decide to combine/break up Synapse swarms, it's only done at the start of each turn.

I know I was going to do it in my next WIP, and I'm not sure if I added it to the current one, but I was could to include the stipulation that "Synapse creatures within 15cm of another Synapse creature may decide to combine into one swarm..." so that you'd have to get them closer together to do it, just having Brood creatures within 15cm of another swarms Brood creatures wouldn't be enough to do it.





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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 3:57 pm 
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Quote (Hena @ 10 Jan. 2006 (06:39))
1. The 5cm range between Tyranid Warriors. Your last post I think meant that we can drop this and they can be placed within the formation (without needing to be 5cm from each other).

With this 5cm Tyranid Warrior coherency, one thing seems to be consistently missed: ?The Tyranid formation is not just the Warriors, it's the Warriors *plus* their Brood creatures, that is the actual "formation".

When you add a group of units to a formation, such as Ogryn to IG infantry, do you require the two Ogryn stands to always be within 5cm of each other? ?I'm not sure why people seem to have the belief that the Warriors always need to be within 5cm of each other. ?If they were the only survivors of the unit, certainly! ?But if there are other units in the formation, what is the rational for saying that the Warriors must remain within 5cm of each other?

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 4:05 pm 
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The only reason I can think of is to stop nid formations from forming a picket line, with the arriors spread out as far as they can.

A warrior brood thus deployed could have a front of 90cm.  Very usful for cathcing prey and forcing an engagement.

Under the 5cm rule the front is reduced to 40cm.

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Tue Jan 10, 2006 5:08 pm 
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Quote (ragnarok @ 10 Jan. 2006 (15:05))
Under the 5cm rule the front is reduced to 40cm.

Well, other armies can form massive picket lines as well, of course, those can be broken in assualts and such, but that thin spiky line is succeptible to shooting, particularly if the enemy shoots a big gap in the middle, you might not be able to get everything back into coherency unless you double or march... and that's one less engage.  And respawning won't help to close that gap as it happens *after* the move portion of a marshal.

Perhaps Synapse creatures should have to remain within synapse range of each other (including in combined swarms), that should reduce the pickets somewhat.

I guess I've never been found of deploying my forces, even Tyranids, so thinly, especially as it's basically garranteed I won't be going first with them.





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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Wed Jan 11, 2006 2:51 am 
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1. The 5cm range between Tyranid Warriors. Your last post I think meant that we can drop this and they can be placed within the formation (without needing to be 5cm from each other).


In the next list I am redefining just what a swarm is (a formation) and stating the Synapse Creatures are simply another unit in that formation. Therefore they only need to be within 5cms of another unit in the swarm, any unit.

2. Combining synapse. You wanted to remove this? So Hive Tyrant is on its own. I Haven't played with combining synapses and can live with it without much problems.


It is going to be clearly stated that Synapse Creatures cannot be combined, it is what the special ability 'Commander' is for. Not only does this cause un-needed confusion, but can be more easily handled by re-defining how Synapse Creature formations can be put together. I will be touching on just this issue in the new list when I post it, and introducing a stop gap formation to test it.

3. Application of rule 1.7.4. Can the synapse creature send the its formation away to another without needing to leave 5cm string of units or destroying itself? IHMO it should be able to, but this might be too good of an advantage.


A player can, and still will be able, to do this. But I am working on more clearly defining how this will operate. The basic jist is that the Nid player is going to have to keep 'in formation' with everything EXCEPT Synapse Creatures with a move of 0cm (Big Hint).

Special rules. Do you want them to be clearer worded? But all the rules stay. I can try to put some possible wordings down at home later on about synapse. But I would like to get clarification on some issues about it.

I am not going to be removing any special rules, at this time, but some of them definitely need to be re-worded. In the next list I am going to attempt just that, and then I want you guys to rip apart what I have done and offer some suggestions on fixing it even better. This way we will all have a solid baseline to work from. (Besides I really do need you guys to rip it up, a writer always knows what he is trying to say, but that doesn't mean the reader does :80:

On claws. Well thats in essence what we have. Plus the one without any extra attacks, which is just to give some close combat weapons to unit.


As usual I really didn't make myself clearly understood :wow: ......

When the new list is posted you are going to see some real changes in the layout of the Nid Brood Creatures, not stats yet, and the direction I want to move them in and why will be posted with the list.

Basically the question should be would we/should we reduce the number of MW in the Brood Creatures to reduce their costs and make them more available. Would players object? Would this ruin the army? etc...........

Overall when the next list is posted I am not only going to be putting that list up, and I am working on it as fast as I can, but I will also be including the reasons why I did what I did, what questions I do have about what you guys want, what direction I want to go in, and what I want to concentrate our early efforts on.

Now just because I do want to break the list down and work on a section at a time doesn't mean the rest of the list is going to be ignored, far from it, rather it means that most of the effort is going to be directed at getting the section being worked on right and adding other stuff as desired/needed without worrying too awful much about it's overall balance.

Hopefully this all will give us a definite direction, and a solid base to work off of.

Jaldon :p

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Wed Jan 11, 2006 3:17 am 
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I'm really looking forward to seeing this new list!

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Wed Jan 11, 2006 8:39 am 
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Jaldon swets as he feels the pressure :oops:

Not to fret too much my friends as the list, I am going to call it v6.0, is all but finished as of tonight and I am feverishly working on the 'Excuses Sheet' that will follow it.

I am not going to promise to have it done and up by tommorrow night, but.............Thursday night for sure.

Now I have changed a couple of names a bit for clarity, it's not permanent and I don't really want to end up calling them what I typed in the final draft, but it is going to make it easier to reference them during playtesting.

This will also allow us to make further changes to them for even more playtesting without an immediate need to give them a real full name. A simple easy reference point rather then a full new name much easier to get up and running with.

Ah. Well I might have misunderstood. Atm we have MW in carnifex, haruspex, lyco-exocrine and hierodule.

Carni is ok to have them. They should be able to fight tanks in CC. Haruspex is fine just as well. I might add +1EA FF MW to it and remove the extra CC attack, but *shrug*. lyco-exocrine might be 1 attack only, but then it should not cost 75 points. Only problem is that dacto should cost 75 that and its not very nice to have them as having separate values. And GW wasn't warming to idea of dactylis as separate entry. I haven't used hierodule that much so I don't really know.


The last part first, JJ/GW hasn't really liked the idea of increasing the AV varients all that much from day one, so this comes as no surprise, thus forcing us to limit ourselves to a few basic models with varients.

However, we are also allowed to put in a "Collectors Models" section that can be used outside the official GT list, so if we cannot get JJ/GW approval for them in the  GT then we will put them in there instead. So then not all will be lost. (I'd like nothing better then coming up with stats for my Trygons, I just love the old model).

Second Part: Basically I'd like to drive down the costs of the AVs in the list to make them more available, IE can be fielded in larger numbers, because to me greater numbers is the Nid game plan bar none. So it isn't so much the elimination of AV macro-weapons, though it could be, as much as maybe a reduction of the number each unit has of them replaced by something else.

Maybe a Carnifex with this weapon load out, for example only, instead two Huge Claws.

Weapon/Range/Firepower
Huge Claws/ Base Contact / CCMW +1 attacks
Bio Shock / Base Contact / assault weapon +1 attacks
(This is intended only as an example of what I mean not an actual suggestion for it's stats)

I can see working with you guys is going to be loads of fun, really :8):

Jaldon :p

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Wed Jan 11, 2006 9:26 am 
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Quote (Icon-Of-Sin @ 08 Jan. 2006 (04:27))
Congrats Big J!!! But don't forget our small friends, the Squats...

Kisses, Icon.

Eldar and Squats and Friends? 3 wishes , of them 1 is certainly impossible to achieve!

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 Post subject: [NEWS] Oh no They say he's got to go...
PostPosted: Wed Jan 11, 2006 11:25 am 
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Hena
Since Forge has the trygon model we might eventually get a permission from 40k rules committee to use trygon in epic as well (hopefully anyways) .


Remember a mob with torches and pitch folks is always a useful tool to conivce people that your ideas are the best.


Hena
Only problem is then Hierodule. As its WE it probably needs to cost somewhat more than rest. And its only spawnable bullet shield to Dominatrix, so I'd like to keep it as WE ;).


It is also a WE in 40K so it really should keep that sticking power.

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